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  1. Ok, I understand it was off topic...but there are far worse posts filling up the board over there and I clearly told everyone to be kind. So, what I've learned today is that it is ok to flame, degrade, swear, and generally disrespect someone....as long as it's on topic.
  2. Nah, not worth the hassle. LOL He could have moved it instead. Just irks me that so much rude and obnoxious behaviour is allowed to go on, so long as it's in an on topic thread. They need a system like we have here. LOL
  3. There could be some simple checks to cut down on its application, as long as the sillhoetting wasn't the only method determining whether you're visible. For example, if you're in deep shadow, then even if the wall behind you is bright white, it may be that the factor of the sillhouetting would be such that you'd only be at half-lightgem from that side. Therefore, you needn't sillhouette-test anyone further out than the point at which half a lightgem will stop alerting people, similar applies for being brightly lit. Obviously you only have to test for AI who have you in their line of sight, also.
  4. Actually I was thinking of this approach long ago but the problem is that you must do this from all AI that potentially can see the player, which might put some strain on the system.
  5. The way I'd think of doing it would be to take a low-res image from the AI's point of view, and then obtain the contrast at the edges of the thief - between him and anything behind him. If the contrast is very low, then you can lower the value for being seen, if it's high, then raise it. This should probably be factored in on top of the lightgem calculations, otherwise it'd be too difficult to actually hide anywhere. This would mean that hiding in deep shadow would afford some protection, even if you where brightly sillhouetted. Likewise, this could mean that if they are in medium brightness, then (as long as the wall behind them is of a similar colour after lighting) they get a bonus. The problem I foresee is that it will be very difficult to inform the player that, even though their lightgem is pitch black, anyone who looks at them from angle-x will see them perfectly. The other problem is that this will be darn difficult! If you think about your own sight, you can see anyone if they're in deep shadow yet sillhouetted even faintly. If this idea is taken up, it's gonna have to be tested thoroughly to make sure it's not impossible to complete any missions! Perhaps other AI things might have to be taken into account to, to balance the realism of this with other elements, e.g. moving tends to make you extremely visible IRL.
  6. I have done this in Thievery. Works well (against human players), that is, as long as they obey certain "rules" (ie: No running around hitting shadows randomly, ACTUALLY guarding, etc). It works really well, though the maps had to have no ambient lighting (duh! a black coloured dude stands out against a lightly lit wall), it actually improves the mood. Though this is just me, i ghost, and most of the time i prefer to stay in corners like you really would rather then stand like a dick in a hallway in which a guard is almost CERTAINLY going to walk through. I am still working on getting this to work for AI though, but I think it can be done via a trace from the guards POV to the light sources he can see (or bright walls). Hell, you could even do it simply by putting an invisible object thing which if the player is within a radius of, he can be seen (his lightgem stays on 0 though). The only problem is, that this is a ghosting feature (I'd love it) and so people who have played Thief for years may not really like it. So i think if it is done, it should be done through an option.
  7. is it good if i post here my non-furniture progress? anyhow here is a beermug:) do you think that style fits? or i shall make a more ornament one?..maybe from glass?
  8. Good point! I sure wouldn't want Dark Mod to be delayed for this, as long as I know the models will be there eventually. Tool kit first, bells and whistles later is fine. Just don't leave me with no toot and ding!
  9. Just quickly, back on the females - I wouldn't mind not seeing them for a long time, since if they're just going to be extra aesthetics, like oDDity says, it's justifiable to not do them. But I would like to see them available in the dark mod one day. (Ideally I'd like to see them with my alternate female AI settings idea...)
  10. THe first shot from the thief film i'm doing, A Thief's Path I know a lot of people are confused everytime i bring it up, after i get a few more shots done i'll post up a topic about it.
  11. You wouldn't need to make any more models than needed for whatever story line you're going to make, either. As long as a few basic models are included, the FM writers will have the freedom to modify them any way they want. Eventually, the community will be populated with all the variety of AI that we want. We just need a starting point. Lack of female fighter voices in T:DS is limiting my creativity already! If I want a violent female, she has to sound like a thug. (I wasn't even making a fighter, just a female sevant with a broom with a serious attitude toward the cook!) Fifty? FIFTY character models?!? Cool! I mean.. Man! I really feel for you!
  12. Sounds good. No problem I also have no experience in game programming. Apart from that little that I read and played around with, like you did. It's my first big game, so don't worry. That's helpfull with 3D apps. That would also be very welcome. We can use another mapper as well. Obviously you have to register before I can let you in. I thougth you already were. When you have registered post again.
  13. I just wanted to post the same. We need desks with holes in it, with the drawer being a seperate object so that it can slide out. That would be the best solution. Should already be possible with current code (almost). _Atti_ can do this? Create for each table a second version with the drawer being a seperate object?
  14. I agree with oddity - game, to me, are much more fun if they are challenging. I played through T3 before they came out with the difficulty fix. I have no idea how much it would have helped, but it seemed rather easy the first time through. Kind of ruined the experience... Anyhow, winning is much more rewarding if it was enjoyable AND difficult. More strategy, less button clicking. Throw in some rewarding gibbing/exploding/etc to make it even better. Also, another probably useless fact about Drakon, is that I don't care too much about visual quality. I care much more about atmosphere and setting (as long as the graphics aren't bad enough that they take away from the atmosphere) Atmosphere is a great gameply helper... Baldur's Gate and Thief: TDP had great atmosphere. Half-Life had a pretty cool setting, too.
  15. Well for me and my brother, it gives that "other worldly" feel to it. This is a parallel universe where women had equal chances to be guards, in an english type culture. (Other cultures treated the sexes equally in history, and the celts even had the gender bias towards females for a long time) Need I bring up magical fire bolts as an example of unbeleivabitliy? How do female guards not fit into the category of fantasy?
  16. Yes, those bows are super TYROT. We can just export models to max or maya and do the animations there, they both have exporters. Mayybe by the time we actually need it there may be an exporter plugin written for lightwave anyway, but even so, all the charcaters animatons will be done in max anyway I think. Heh, I'm waiting for the next version of FPrime as well, it'll be able to use shaders and post process effects, that means G2, sasquatch, glow, etc!! Though Fprime's motion blur and DOF is far superior to lightwave's anyway. Steve Worley is a fucking genius. Imagine what he'd do if he were working on the lightwave team.
  17. dear Atti Im sorry i couldnt write you an official welcoming message. WELCOME! officially... Im really sorry im so new bee still here...Im really getting lost in other threads..I didnt see your post... and i have checked your all buildings They are sooooo cool so gothic... But My favorite is your SWANBOAT...Fantastic.. What do you listen brother...i mean which bands are your favorite ? Im seeing little gothic metal influences...I mean it s just a guess.. Best....
  18. Thanks! BTW: The model with the lamp raised one question (at least for me). When UV mapping I can load a different texture for different parts of the model and assign it there. Now the problem I have is that in D3 you can only assign one material per model, is that right? So you would have to create a UV mapped texture. Do you know how to do this? In case of the lamp we would need some alpha on the glassy part and with a proper UV texture this should be possible without having seperate models. If you know how to do this can you post some instructions?
  19. I didn't know that. I haven't read that thread. As you keep hitting this problem I assumed you didn't post about that.
  20. I've already done that in the tutorial thread...I don't know if we need the double-post.
  21. Doesn't matter how long you spent on it. Noboy sees it, but they still look very good.
  22. I haven't installed anything recently, but I've been having other problems that might have caused this. Most of the time when I boot up now, the process takes a long time, pausing at the IDE detection for a full minute or two. Sometimes the boot process stalls entirely and I get a 'boot device not detected' error. Other times Windows boots up but my drive D: isn't showing up. That drive's only three months old but I'm going to try disconnecting it and seeing what happens. Luckily there's only one important thing on that drive, which I hopefully can get off.
  23. dear GOD! that s my post!!! best (is with us....oDDity)
  24. Off: i am living not too far from Miskolc in a little town called SzirmabesenyƑ.. Miskolc is around 2-300km far from Budapest to the east..its in north-east Hungary On: Does the attachment work in the first post?
  25. look at the end of the post:) its attached.. at_app.rar Offtopic: igen:) correct:) from where do you know hungarian?
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